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Just burned 4 hours on the center base, which has turned into two bases connected by a sky walkway. Lines of sight from base to base have been totally removed. Vehicles must pass through the far edges, where the walls end, or the cluttered center between two bases. Cover has been provided at both cliffs and a new walkway has been constructed at the tunnel cliffside to mimic the other side more. High-powered man cannons placed at the mid-point between home base and center bases that deliver you to the opposing base top. Teleporter exit has been tweaked to be behind the 'great wall' facing into your own center base. Grav lifts placed at ground level of both center bases allowing access to the skyway. All excess rocks have been removed, may add some in later.

The new forge tools make it MUCH easier to build than before.

I'd like input tonight, dakar, if you don't mind running around in my map a bit. Buildings were more or less easy to develop, but I'd like suggestions on:

Which weapons should be on the map and where they should spawn
Finalize vehicle roster
Delete all player spawns and totally re-tool them around the new map.
Mid-points between bases are bland, maybe some smaller structures should be added.

Fatty's done some nice work. While I'm not enamored with the map overall, he created some good structures/battlements that I'd like to replicate. Also, given the nasty placement of the hills, I may be forced into compromising on placement more than I'd like. I could easily see the first playable version taking up to 8 hours to create.

So I definitely realized the biggest difference between 3 and Reach last night. Customs. We had 11 people at one point and there was nothing I could think of that I wanted to try in customs. I didn't even have a favorite scenario/map to want to play. This. is. crazy.

On the plus side, since Ranked slayer doesn't exist and BTB is kinda lacking, putting ourselves into a full Team Slayer lobby and getting cR for beating the piss out of each other (and more importantly, allowing matchmaking to create the scenarios rather than worry about it myself) is rather fun. If we have a full lobby I might be willing to give the objective playlist a try as well (Headhunter feels like it has potential).

Still, I'm looking forward to forging my great wall map. I think there's potential for me to create a great Invasion scenario in the vein of the old Assault Mode from TimeSplitters 2.

Lastly, a few of us have certainly not adjusted well to the friendly fire. Not so much with the explosives, but in the frantic if not melee-ridden CQB. It's kinda sucky.

I find BTB better if your going it alone. It seems about half the time I go into Slayer or Objective, that 1 or 2 people quit, and when you're a team of 4, every person counts. I've had many games go 2 vs 4 or 3 vs 4, where I'm on the team that is short a person(s) and we lose by 2-4 points. It's frustrating.

With you guys bringing your own team, I can see Slayer or Objective is better due to the map selection.

Maybe access to the cliffs will reveal a Banshee on one side and a Hornet on the other? Maybe mancannon up there and then have a teleporter that shoots you to inside the other team's base? You could have a CQB weapon spawn there in that case.

I know you said you weren't fond of teleporters, however anything but and it becomes a one-way-trip if the flying machines aren't there. Perhaps there could be a very convoluted set of ramps leading up there that favor one base over the other for each side?

Either way, I think each side should have its own goodies.

Of course if you implement a proper Great Wall (not my fragmented version) then maybe the only way to get from one side to the other (on foot at least) will be via the cliff-walk?

Edit: I think this map, edited well, could yield a very fun CTF custom game variant when we have enough players. In fact, when I was designing and whatnot I kept in mind the flow that usually happens during a CTF game. IMO designing a map suited for Objective games is easier than Slayer.

Damn, I won't be until late tonight. Looks like I'm going to miss out on the Firefight.

Oh, on the subject of challenges, how ****ed up is it that the Daily Challenge is worth more than the weekly?! (which wasn't all that hard, either)

Originally Posted by sek929

Maybe access to the cliffs will reveal a Banshee on one side and a Hornet on the other? Maybe mancannon up there and then have a teleporter that shoots you to inside the other team's base? You could have a CQB weapon spawn there in that case.

I know you said you weren't fond of teleporters, however anything but and it becomes a one-way-trip if the flying machines aren't there. Perhaps there could be a very convoluted set of ramps leading up there that favor one base over the other for each side?

Either way, I think each side should have its own goodies.

Of course if you implement a proper Great Wall (not my fragmented version) then maybe the only way to get from one side to the other (on foot at least) will be via the cliff-walk?

Edit: I think this map, edited well, could yield a very fun CTF custom game variant when we have enough players. In fact, when I was designing and whatnot I kept in mind the flow that usually happens during a CTF game. IMO designing a map suited for Objective games is easier than Slayer.

I'm ok with teleporters in that situation.

As far as the permanence of the wall, my original plan allowed you to scale it on foot when got to the edges.

Makes sense since the current bases hold absolutely zero interest from a domination standpoint. Maybe once you get to, and scale, the wall/structure there could be some mancannons/teleporters that would allow you access to places of interest around the map.

Imagine we are holding the wall while that jerk bogues and co. try and out us. We see their Warthog or whatever has respawned and we hop onto a cannon or teleport right to their base and snag it. This also helps the weapon situation as once you hold the wall you can head to wherever your weapon of choice spawns, instead of having the good stuff spawn right inside the wall itself, making there no reason to leave.

Im still not sure that you'll be able to implement the high cliffs without making it a total schlep for little reward. Ironically, it is one of the better places to have the sniper spawn, as someone would have to put in a great deal of effort to even get it. Of course, if we are talking custom games here, once I know it's there I'd spend every ounce of effort to park my ass up there and make life a living hell for everyone else.

Went for it and deleted the vanilla base in total, except for the teleporter. Threw together a quick structure with a few exits and/or entrances, a new place for the vehicles to spawn and I dare say this structure easily tops my previous work and is far more simple. Culled spawn area vehicles to 4 (Warthog, Ghost, Covenant Thingy, Mongoose) and put them in a neat arrangement.

Behold!

Fileshare map has been updated too, though only one base has been changed over, if the overall reaction to the new base is positive I can easily re-create it. It wasn't nearly as involved, yes, but this only took my 15-20 minutes. I think I'm getting faster at this Forge thing.

Also, bogues, I left your up-high platform because I think it looks cool and I have ideas about a high cliffside Banshee area.

Dude base looks awesome! I'll have to download and take a look around.

Honestly I used our forge game to get a feel for some of the new features of forge, they really have improved the ability to make great structures/maps

Although I do like that sniper tower I made

The lockout remake I downloaded yesterday is proof you can make maps just as good as bungie did/does with the tools, the remake I found on file share was absolutly perfect and build entirely in air above forge world

I have now seen the stupidest team in BTB CTF ever. On hemorage, everyone spawns in, and what do I see but 1 guy jumping in the tank and 4 guys running after him shooting and grenading him. And of all things, I had to be on their team.

I have now seen the stupidest team in BTB CTF ever. On hemorage, everyone spawns in, and what do I see but 1 guy jumping in the tank and 4 guys running after him shooting and grenading him. And of all things, I had to be on their team.

That's gotta be the worse team I EVER saw.

Welcome to Halo, we hope you enjoy your stay.

Originally Posted by Stogieman

Saw this over at xbox360achievements.org. I just cracked 78,000 myself. It's going to be awhile before I get that Lt. Colonel achievement.

Didn't realize that was an achievement. Given that Warrant Officer is the biggest grind of them all, I suppose it's not outside the realm of attainability.

Originally Posted by sek929

Makes sense since the current bases hold absolutely zero interest from a domination standpoint. Maybe once you get to, and scale, the wall/structure there could be some mancannons/teleporters that would allow you access to places of interest around the map.

If I ever finish the wall I have some ideas for improved bases as well; A three-tier tower which includes a rear facing garage for vehicles on the first floor, a general lobby on the second, and a landing pad on top.

Originally Posted by sek929

Im still not sure that you'll be able to implement the high cliffs without making it a total schlep for little reward. Ironically, it is one of the better places to have the sniper spawn, as someone would have to put in a great deal of effort to even get it. Of course, if we are talking custom games here, once I know it's there I'd spend every ounce of effort to park my ass up there and make life a living hell for everyone else.

Don't forget my Sandtrap variant had a sniper spawn at the best possible location (side hill). I just made sure there were two more to counter it.

---

So I briefly stepped into Forge last night. The ability to move objects on axis is mega clutch. I've built a decent proto-type for part of the wall, but I'm running into trouble as there's no good way to design an arch/entryway.

Hopefully after an hour or two in Forge this weekend I'll have something worth taking a screen of and posting.

Edit: Oh yeah, sek I was talking abut easy entry from the sides, but now I'm thinking about Guard towers on end tails of the structure.

If I ever finish the wall I have some ideas for improved bases as well; A three-tier tower which includes a rear facing garage for vehicles on the first floor, a general lobby on the second, and a landing pad.

Hmm sounds like a pretty nice condo, let me know when it's done I'll like to move in, make sure there's some seating and a TV in that general lobby,

I wanna try some Firefight this weekend. That should be fun. How can I go wrong there. Hopefully I won't be the worst player there.

Originally Posted by The Final Dakar

If I ever finish the wall I have some ideas for improved bases as well; A three-tier tower which includes a rear facing garage for vehicles on the first floor, a general lobby on the second, and a landing pad on top.

Don't forget my Sandtrap variant had a sniper spawn at the best possible location (side hill). I just made sure there were two more to counter it.